Allows Equine mobs to be Horse Traps and be triggered like them, spawning a lightning bolt and a bunch of horses when a player is nearby. Can only be used by Horses, Mules, Donkeys and Skeleton Horses.

Parameters

Type

Name

Default Value

Description

Decimal

duration

1.0

Amount of time in seconds the trap exists. After this amount of time is elapsed, the trap is removed from the world if it hasn't been activated

Decimal

within_radius

0.0

Distance in blocks that the player has to be within to trigger the horse trap

Client entity definitions are contained within a Resource Pack. To start, create a new folder and name it "entity" inside the root of the Resource Pack. In the entity folder create a JSON file and give it a name.The JSON file needs a format version and minecraft:client_entity information.

The minecraft:client_entity section contains the description for the entity. Under description there are a number of things that you can set about an entity. Generally, this file is defining what resources a mob requires and gives a friendly name to each, that the other definition files can use.

The identifier is used to register the entity with the server. In the Client Entity Definitions JSON the identifier sets the appearance of the entity(materials, textures, geometry, etc.) The matching identifier in the Entity Behavior JSON in the Behavior Pack is what gives the entity its behaviors.

When present, players can set the min version needed to allow the JSON to be parsed. The version in the definition is compared to the engine version for which the top resource pack was built.If a definition's min_engine_version is newer than that pack's engine version then the definition is not parsed.Multiple definition files may use the same identifier, in which case only one of those definitions will be loaded. The definition with the same or closest and not greater min_engine_version, as compared to the top resource pack's engine version, will be parsed; all other definitions with the same identifier will not be parsed.This can be useful for continuing to support an older version of an entity, when an older resource pack is used at the top of the resource pack stack, while also supporting a newer version of the entity in all other cases.

Players can set the materials, texture and geometry used for the entity in this section. Players can set one or more materials, textures, and geometries that can be used by the mob. Players must set user defined names for them. These names are used in the Render Controllers JSON. Players can reference materials, textures, and geometry from the vanilla Minecraft Resource Pack or create their own. Custom materials, textures, and geometry should be in the corresponding folder at the root of the Resource Pack.

Scripts allow players to use MoLang to compute calculations once and store that value. This value than can be used over and over again without the need to constantly recompute the calculations. Scripts currently support pre - animation and scale.More script types will be added later.-Pre-animation scripts are evaluated immediately before animations are processed.-Scale sets the scale of the mob's geometry.

Allows the player to assign names to reference the long name for animations. These names are used by the animation controller JSON. Players can reference animations from the vanilla Minecraft Resource Pack or create their own. Custom animations should be in the animation folder at the root of the Resource Pack.

Animation controllers decide which animations to play when. Each Controller contains a list of states that play one or more animations. Allows the player to assign names to reference the long names for animation controllers. Names are required and need to be unique from all other names in the animation controllers for that mob. Players can reference animation controllers from the vanilla Minecraft Resource Pack or create their own. Custom animation controllers should be in the animation_controllers folder at the root of the Resource Pack.

Allows the player to assign a key to reference the long name for particles. When these are present, the particle is created when the entity is spawned. Keys are required and need to be unique from all other keys in the animation controllers. Players can reference particles from the vanilla Minecraft Resource Pack or create their own. Custom particles should be in the particle folder at the root of the Resource Pack.

Specifies the names of render controllers. This name needs to match the name of a corresponding JSON located in the Render Controllers folder. Players can reference Render Controllers from the vanilla Minecraft Resource Pack or create their own. Custom Render Controllers should be in the textures folder at the root of the Resource Pack.

This sets the color or texture used for the entity Spawn Egg. There are 2 ways to do this. The first is to use the hex value for the base color and the overlay color.

Example Spawn Egg using hex value

"spawn_egg": {
"base_color": "#53443E",
"overlay_color": "#2E6854"
}

The other way is to specify a texture.

Example Spawn Egg specifying a texture. The texture is located in the "items_texture" JSON in the textures folder of the Resource Pack. When there are more than one texture associated with a texture name you can use an index to pick the one that you want. If no index is specified than it is assumed to be 0 and the first texture in the list is used.

These properties are part of the Entity Definition as a whole and go before the Component or Component Groups. Make sure to place them before any Components, Component Groups or Events sections or they will be ignored.

do_not_upgrade

Disables all current and future backwards compatibility for this entity. If new components or properties are added or changed to the vanilla version of this entity, they will not be applied.

format_version

Specifies the version of the game this entity was made in. If the version is lower than the current version, any changes made to the entity in the vanilla version will be applied to it.

List of items that can be used to boost while riding this entity. Each item has the following properties:

Parameters

Type

Name

Default Value

Description

String

item

Name of the item that can be used to boost

String

replaceItem

The item used to boost will become this item once it is used up

Integer

damage

1

This is the damage that the item will take each time it is used

minecraft:annotation.break_door

Allows the actor to break doors assuming that that flags set up for the component to use in navigation

minecraft:breathable

Defines what blocks this entity can breathe in and gives them the ability to suffocate

Parameters

Type

Name

Default Value

Description

Integer

totalSupply

15

Time in seconds the entity can hold its breath

Integer

suffocateTime

-20

Time in seconds between suffocation damage

Decimal

inhaleTime

0.0

Time in seconds to recover breath to maximum

Boolean

breathesAir

true

If true, this entity can breathe in air

Boolean

breathesWater

false

If true, this entity can breathe in water

Boolean

breathesLava

false

If true, this entity can breathe in lava

Boolean

breathesSolids

false

If true, this entity can breathe in solid blocks

Boolean

generatesBubbles

true

If true, this entity will have visible bubbles while in water

List

breatheBlocks

List of blocks this entity can breathe in, in addition to the above

List

nonBreatheBlocks

List of blocks this entity can't breathe in, in addition to the above

minecraft:burns_in_daylight

Specifies if/how a mob burns in daylight.

minecraft:strength

Defines the entity's strength to carry items.

Parameters

Type

Name

Default Value

Description

Integer

value

1

The initial value of the strength

Integer

max

5

The maximum strength of this entity

minecraft:breedable

Defines the way an entity can get into the 'love' state.

Parameters

Type

Name

Default Value

Description

Boolean

requireTame

true

If true, the entities need to be tamed first before they can breed.

Boolean

blend_attributes

true

If true, the entities will blend their attributes in the offspring after they breed. For example, horses blend their health, movement, and jump_strength in their offspring.

Decimal

extraBabyChance

0.0

Chance that up to 16 babies will spawn between 0.0 and 1.0, where 1.0 is 100%

Decimal

breedCooldown

60.0

Time in seconds before the Entity can breed again

Boolean

inheritTamed

true

If true, the babies will be automatically tamed if its parents are

Boolean

allowSitting

false

If true, entities can breed while sitting

JSON Object

mutation_factor

Determines how likely the babies are to NOT inherit one of their parent's variances. Values are between 0.0 and 1.0, with a higher number meaning more likely to mutate

Parameters

Type

Name

Default Value

Description

Decimal

variant

0.0

The percentage chance of a mutation on the entity's variant type

Decimal

extra_variant

0.0

The percentage chance of a mutation on the entity's extra variant type

Decimal

color

0.0

The percentage chance of a mutation on the entity's color

List

breedItems

The list of items that can be used to get the entity into the 'love' state

List

environment_requirements

The list of nearby block requirements to get the entity into the 'love' state.

block

The block types required nearby for the entity to breed.

count

The number of the required block types nearby for the entity to breed.

radius

How many blocks radius from the mob's center to search in for the required blocks. Bounded between 0 and 16.

List

breedsWith

The list of entity definitions that this entity can breed with.

Parameters

Type

Name

Default Value

Description

String

mateType

The entity definition of this entity's mate

String

babyType

The entity definition of this entity's babies

String

breed_event

Event to run when this entity breeds

Boolean

causes_pregnancy

false

If true, the entity will become pregnant instead of spawning a baby.

minecraft:bribeable

Defines the way an entity can get into the 'bribed' state.

Parameters

Type

Name

Default Value

Description

Decimal

bribe_cooldown

2.0

Time in seconds before the Entity can be bribed again

List

bribe_items

The list of items that can be used to bribe the entity

minecraft:inventory

Defines this entity's inventory properties.

Parameters

Type

Name

Default Value

Description

String

container_type

none

Type of container this entity has. Can be horse, minecart_chest, minecart_hopper, inventory, container or hopper

Integer

inventory_size

5

Number of slots the container has

Boolean

can_be_siphoned_from

false

If true, the contents of this inventory can be removed by a hopper

Boolean

private

false

If true, only the entity can access the inventory

Boolean

restrict_to_owner

false

If true, the entity's inventory can only be accessed by its owner or itself

Integer

additional_slots_per_strength

0

Number of slots that this entity can gain per extra strength

minecraft:damage_over_time

Applies defined amount of damage to the entity at specified intervals

Parameters

Type

Name

Default Value

Description

Integer

damagePerHurt

1

Amount of damage caused each hurt

Integer

timeBetweenHurt

0

Time in seconds between damage

minecraft:damage_sensor

Defines what events to call when this entity is damaged by specific entities or items. Can be either an array or a single instance.

Parameters

Type

Name

Default Value

Description

List

on_damage

List of triggers with the events to call when taking this specific kind of damage, allows specifying filters for entity definitions and events

Boolean

deals_damage

true

If true, the damage dealt to the entity will take away health from it, set to false to make the entity ignore that damage

String

cause

Type of damage that triggers this set of events

minecraft:despawn

Despawns the associated Actor immediately or when the optional filter evaluates to true.

Parameters

Type

Name

Default Value

Description

Minecraft Filter

filters

The list of conditions that must be satisfied before the Actor is despawned

Boolean

remove_child_entities

false

If true, all entities linked to this entity in a child relationship (eg. leashed) will also be despawned

minecraft:environment_sensor

Creates a trigger based on environment conditions.

Parameters

Type

Name

Default Value

Description

List

on_environment

The list of triggers that fire when the environment conditions match the given filter criteria.

minecraft:equippable

Defines an entity's behavior for having items equipped to it

Parameters

Type

Name

Default Value

Description

List

slots

List of slots and the item that can be equipped

Parameters

Type

Name

Default Value

Description

Integer

slot

0

The slot number of this slot

List

accepted_items

The list of items that can go in this slot

String

item

Identifier of the item that can be equipped for this slot

String

interact_text

Text to be displayed when the entity can be equipped with this item when playing with Touch-screen controls

String

on_equip

Event to trigger when this entity is equipped with this item

String

on_unequip

Event to trigger when this item is removed from this entity

minecraft:explode

Defines how the entity explodes.

Parameters

Type

Name

Default Value

Description

Range [a, b]

fuseLength

[0.0, 0.0]

The range for the random amount of time the fuse will be lit before exploding, a negative value means the explosion will be immediate

Decimal

power

3.0

The radius of the explosion in blocks and the amount of damage the explosion deals

Decimal

maxResistance

Infinite

A blocks explosion resistance will be capped at this value when an explosion occurs

Boolean

fuseLit

false

If true, the fuse is already lit when this component is added to the entity

Boolean

causesFire

false

If true, blocks in the explosion radius will be set on fire

Boolean

breaks_blocks

true

If true, the explosion will destroy blocks in the explosion radius

Boolean

fireAffectedByGriefing

false

If true, whether the explosion causes fire is affected by the mob griefing game rule

Boolean

destroyAffectedByGriefing

false

If true, whether the explosion breaks blocks is affected by the mob griefing game rule

minecraft:navigation.float

Allows this entity to generate paths by flying around the air like the regular Ghast.

Parameters

Type

Name

Default Value

Description

Boolean

can_path_over_water

false

Tells the pathfinder whether or not it can travel on the surface of the water

Boolean

can_sink

true

Tells the pathfinder whether or not it will be pulled down by gravity while in water

Boolean

avoid_sun

false

Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths

Boolean

can_pass_doors

true

Whether a path can be created through a door

Boolean

can_open_doors

false

Tells the pathfinder that it can path through a closed door assuming the AI will open the door

Boolean

can_break_doors

false

Tells the pathfinder that it can path through a closed door and break it

Boolean

avoid_water

false

Tells the pathfinder to avoid water when creating a path

Boolean

avoid_portals

false

Tells the pathfinder to avoid portals (like nether portals) when finding a path

minecraft:navigation.generic

Allows this entity to generate paths by walking, swimming, flying and/or climbing around and jumping up and down a block.

Parameters

Type

Name

Default Value

Description

Boolean

can_path_over_water

false

Tells the pathfinder whether or not it can travel on the surface of the water

Boolean

can_sink

true

Tells the pathfinder whether or not it will be pulled down by gravity while in water

Boolean

avoid_sun

false

Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths

Boolean

can_pass_doors

true

Whether a path can be created through a door

Boolean

can_open_doors

false

Tells the pathfinder that it can path through a closed door assuming the AI will open the door

Boolean

can_break_doors

false

Tells the pathfinder that it can path through a closed door and break it

Boolean

avoid_water

false

Tells the pathfinder to avoid water when creating a path

Boolean

avoid_portals

false

Tells the pathfinder to avoid portals (like nether portals) when finding a path

minecraft:healable

Defines the interactions with this entity for healing it.

Parameters

Type

Name

Default Value

Description

Array

items

The array of items that can be used to heal this entity

Parameters

Type

Name

Default Value

Description

String

item

Item identifier that can be used to heal this entity

Integer

heal_amount

1

The amount of health this entity gains when fed this item

Minecraft Filter

filters

The filter group that defines the conditions for using this item to heal the entity

Boolean

force_use

false

Determines if item can be used regardless of entity being at full health

Minecraft Filter

filters

The filter group that defines the conditions for this trigger

minecraft:hurt_when_wet

Specifies if an actor is hurt when wet.

minecraft:insomnia

Adds a timer since last rested to see if phantoms should spawn.

Parameters

Type

Name

Default Value

Description

Decimal

days_until_insomnia

3.0

Number of days the mob has to stay up until the insomnia effect begins.

minecraft:genetics

Defines the way a mob's genes and alleles are passed on to it's offspring, and how those traits manifest in the child. Compatible parent genes are crossed together, the alleles are handed down from the parents to the child, and any matching genetic variants fire off JSON events to modify the child and express the traits.

Parameters

Type

Name

Default Value

Description

Decimal

mutation_rate

0.03125

Chance that an allele will be replaced with a random one instead of the parent's allele during birth.

List

genes

The list of genes that this entity has and will cross with a partner during breeding.

Parameters

Type

Name

Default Value

Description

String

name

The name of the gene.

Integer

allele_range

The range of positive integer allele values for this gene. Spawned mobs will have a random number in this range assigned to them.

Parameters

Type

Name

Default Value

Description

Integer

range_min

0

Lower bound of the allele values for this gene.

Integer

range_max

0

Upper bound of the allele values for this gene.

List

genetic_variants

The list of genetic variants for this gene. These check for particular allele combinations and fire events when all of them are satisfied.

Parameters

Type

Name

Default Value

Description

Integer

main_allele

-1

If this value is non-negative, compare the mob's main allele with this value for a match. Can also be a range of integers.

Integer

hidden_allele

-1

If this value is non-negative, compare the mob's hidden allele with this value for a match. Can also be a range of integers.

Integer

either_allele

-1

If this value is non-negative, compare both the mob's main and hidden alleles with this value for a match with either. Can also be a range of integers.

Integer

both_allele

-1

If this value is non-negative, compare both the mob's main and hidden alleles with this value for a match with both. Can also be a range of integers.

String

birth_event

Event to run when this mob is created and matches the above allele conditions.

minecraft:giveable

Defines sets of items that can be used to trigger events when used on this entity. The item will also be taken and placed in the entity's inventory.

Parameters

Type

Name

Default Value

Description

Decimal

cooldown

0.0

An optional cool down in seconds to prevent spamming interactions.

List

items

The list of items that can be given to the entity to place in their inventory.

String

on_give

Event to fire when the correct item is given.

minecraft:interact

Defines interactions with this entity.

Parameters

Type

Name

Default Value

Description

Decimal

cooldown

0.0

Time in seconds before this entity can be interacted with again

Boolean

swing

false

If true, the player will do the 'swing' animation when interacting with this entity

Boolean

use_item

false

If true, the interaction will use an item

Integer

hurt_item

0

The amount of damage the item will take when used to interact with this entity. A value of 0 means the item won't lose durability

String

interact_text

Text to show when the player is able to interact in this way with this entity when playing with Touch-screen controls

JSON Object

add_items

Loot table with items to add to the player's inventory upon successful interaction

Parameters

Type

Name

Default Value

Description

String

table

File path, relative to the Behavior Pack's path, to the loot table file

JSON Object

spawn_items

Loot table with items to drop on the ground upon successful interaction

Parameters

Type

Name

Default Value

Description

String

table

File path, relative to the Behavior Pack's path, to the loot table file

String

transform_to_item

The item used will transform to this item upon successful interaction. Format: itemName:auxValue

String

play_sounds

List of sounds to play when the interaction occurs

String

spawn_entities

List of entities to spawn when the interaction occurs

String

on_interact

Event to fire when the interaction occurs

JSON Object

particle_on_start

Particle effect that will be triggered at the start of the interaction

particle_type

The type of particle that will be spawned

particle_y_offset

Will offset the particle this amount in the y direction

particle_offset_towards_interactor

Whether or not the particle will appear closer to who performed the interaction

minecraft:leashable

Allows this entity to be leashed and Defines the conditions and events for this entity when is leashed.

Parameters

Type

Name

Default Value

Description

Decimal

soft_distance

4.0

Distance in blocks at which the 'spring' effect starts acting to keep this entity close to the entity that leashed it

Decimal

hard_distance

6.0

Distance in blocks at which the leash stiffens, restricting movement

Decimal

max_distance

10.0

Distance in blocks at which the leash breaks

String

on_leash

Event to call when this entity is leashed

String

on_unleash

Event to call when this entity is unleashed

Boolean

can_be_stolen

false

If true, players can leash this entity even if it is already leashed to another mob

minecraft:lookat

Defines the behavior when another entity looks at this entity.

Parameters

Type

Name

Default Value

Description

Boolean

setTarget

true

If true, this entity will set the attack target as the entity that looked at it

Decimal

searchRadius

10.0

Maximum distance this entity will look for another entity looking at it

Boolean

mAllowInvulnerable

false

If true, invulnerable entities (e.g. Players in creative mode) are considered valid targets

Range [a, b]

look_cooldown

[0.0, 0.0]

The range for the random amount of time during which the entity is 'cooling down' and won't get angered or look for a target

Minecraft Filter

filters

player

Defines the entities that can trigger this component

String

look_event

The event identifier to run when the entities specified in filters look at this entity

minecraft:managed_wandering_trader

This component is used to implement part of the Wandering Trader behavior

minecraft:tamemount

Allows the Entity to be tamed by mounting it.

Parameters

Type

Name

Default Value

Description

Integer

minTemper

0

The minimum value for the entity's random starting temper

Integer

maxTemper

100

The maximum value for the entity's random starting temper

String

feed_text

The text that shows in the feeding interact button

String

ride_text

The text that shows in the riding interact button

Integer

attemptTemperMod

5

The amount the entity's temper will increase when mounted

JSON Object

feedItems

The list of items that can be used to increase the entity's temper and speed up the taming process

Parameters

Type

Name

Default Value

Description

String

item

Name of the item this entity likes and can be used to increase this entity's temper

Decimal

temperMod

0.0

The amount of temper this entity gains when fed this item

JSON Object

autoRejectItems

The list of items that, if carried while interacting with the entity, will anger it

Parameters

Type

Name

Default Value

Description

String

item

Name of the item this entity dislikes and will cause it to get angry if used while untamed

String

tame_event

Event that triggers when the entity becomes tamed

minecraft:movement.sway

This move control causes the mob to sway side to side giving the impression it is swimming.

Parameters

Type

Name

Default Value

Description

Decimal

max_turn

30.0

The maximum number in degrees the mob can turn per tick.

minecraft:movement.generic

This move control allows a mob to fly, swim, climb, etc.

Parameters

Type

Name

Default Value

Description

Decimal

max_turn

30.0

The maximum number in degrees the mob can turn per tick.

minecraft:movement.skip

This move control causes the mob to hop as it moves.

Parameters

Type

Name

Default Value

Description

Decimal

max_turn

30.0

The maximum number in degrees the mob can turn per tick.

minecraft:movement.fly

This move control causes the mob to fly.

Parameters

Type

Name

Default Value

Description

Decimal

max_turn

30.0

The maximum number in degrees the mob can turn per tick.

minecraft:movement.amphibious

This move control allows the mob to swim in water and walk on land.

Parameters

Type

Name

Default Value

Description

Decimal

max_turn

30.0

The maximum number in degrees the mob can turn per tick.

minecraft:nameable

Allows this entity to be named (e.g. using a name tag)

Parameters

Type

Name

Default Value

Description

JSON Object

name_actions

Describes the special names for this entity and the events to call when the entity acquires those names

Parameters

Type

Name

Default Value

Description

String

on_named

Event to be called when this entity acquires the name specified in 'name_filter'

String

name_filter

List of special names that will cause the events defined in 'on_named' to fire

String

default_trigger

Trigger to run when the entity gets named

Boolean

alwaysShow

false

If true, the name will always be shown

Boolean

allowNameTagRenaming

true

If true, this entity can be renamed with name tags

minecraft:navigation.walk

Allows this entity to generate paths by walking around and jumping up and down a block like regular mobs.

Parameters

Type

Name

Default Value

Description

Boolean

can_path_over_water

false

Tells the pathfinder whether or not it can travel on the surface of the water

Boolean

can_sink

true

Tells the pathfinder whether or not it will be pulled down by gravity while in water

Boolean

avoid_sun

false

Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths

Boolean

can_pass_doors

true

Whether a path can be created through a door

Boolean

can_open_doors

false

Tells the pathfinder that it can path through a closed door assuming the AI will open the door

Boolean

can_break_doors

false

Tells the pathfinder that it can path through a closed door and break it

Boolean

avoid_water

false

Tells the pathfinder to avoid water when creating a path

Boolean

avoid_portals

false

Tells the pathfinder to avoid portals (like nether portals) when finding a path

minecraft:peek

Defines the entity's 'peek' behavior, defining the events that should be called during it

Parameters

Type

Name

Default Value

Description

String

on_open

Event to call when the entity starts peeking

String

on_close

Event to call when the entity is done peeking

String

on_target_open

Event to call when the entity's target entity starts peeking

minecraft:preferred_path

Specifies costing information for mobs that prefer to walk on preferred paths.

Parameters

Type

Name

Default Value

Description

Integer

max_fall_blocks

3

Distance mob can fall without taking damage

Integer

jump_cost

0

Added cost for jumping up a node

Decimal

default_block_cost

0

Cost for non-preferred blocks

List

preferred_path_blocks

A list of blocks with their associated cost

minecraft:projectile

Allows the entity to be a thrown entity.

Parameters

Type

Name

Default Value

Description

Decimal

gravity

0.05

The gravity applied to this entity when thrown. The higher the value, the faster the entity falls

Data-Driven spawning allows you to adjust the spawn conditions of mobs, including new mobs added to the game to spawn naturally in biomes, add / remove a mob's spawn egg to the creative inventory and set the mob's spawn egg, and add / remove a to the / summon command

New Spawn Rules are contained within a Behavior Pack. To begin, create a new folder named "spawn_rules" in the root of the Behavior Pack that you want to add the new biome spawn rules in. In the spawn_rules folder, create a JSON file and give it a name. The JSON file needs a format, description and conditions.Spawn rules contain description and conditionsAll Spawn Rules JSON need to have an ID (located under the description section). Similar to other identifiers, it follows the convention "namespace:name". The minecraft namespace is reserved for the vanilla Minecraft rules.When changing an existing mob use the ID that appears in the entity JSON for that entity. When creating your own mob, make sure the mobs have the same ID in all the entity's JSON files.

Spawn Rules also needs to define the pool that is used for population control.Each pool has their own spawn limit, By setting an entity to a pool it will spawn as long as that pool hasn't reached the spawn limit.

There are 3 pools that entities can be assigned to :-animal-water_animal-monster

Conditions

Conditions contain different components that players can use to customize natural biome spawning.

Components

Name

Description

minecraft:spawns_on_surface

This component allows the mob to spawn on the ground. Adding the component cause it to be true, removing it cause the mob to stop spawning on the surface.

minecraft:spawns_underwater

This component allows the mob to spawn underwater. Adding the component cause it to be true, removing it cause the mob to stop spawning on the surface.

minecraft:brightness_filter

This component allows players to set the light level range that causes the mob to spawn.

Parameters

Type

Name

Default Value

Description

Decimal

min

0.0

This is the minimum light level value that allows the mob to spawn

Decimal

max

15.0

This is the maximum light level value that allows the mob to spawn

Boolean

adjust_for_weather

false

This determines if weather can affect the light level conditions that cause the mob to spawn (e.g. Allowing hostile mobs to spawn during the day when it rains.)

minecraft:weight

This component allows players to give a priority to how often that mob should spawn. Mobs with lower weight values have a higher chance to spawn than mobs with higher weight values.

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